







Superb
9.49, then I rounded. Great application of a brilliant idea. Simple rules, endless complexity. Rewards the alert. Perhaps worthy of a 10 with more plays.
When it comes to Nygma's 5v8 series,
Pretty happy with it. Like the qualitative aspect of globbing/splitting.
A decent spy spin-off, Eden emphasizes diplomacy and reaction.
A bit all over the place for my tastes, but I appreciate how well it does what it does. Echo BD's similar colors complaint.
Doom doom doom top that.
The bomb (factory). Dice can determine a few games early in a way that's hard to recover. But compact boards which minimize the fluff and maximize the funky stuff get the gold seal. I know there are plenty of strategies to pan out, but after a while, like so many scenario start 2 player games, an opening script emerges. The dice do a good job of mixing up the mid-game, and the endgame is always thrilling. Well done Cumby.
Really is a great, though I wonder how many games play out essentially the same way.
There's something about the simplcity of R'm S'm that I like. However a board should be influenced by luck and not a slave to it. Let the longevity of the map prove me wrong. I'm usually into these sorts of boards, just haven't had that game that's hooked me, yet.
A whole heluva lot going on with the image. The fog layer, as so often happens, takes away from the intuition. I would also advise against low # of players/teams with this one, with the high number of bonuses, attack-advantaged areas, and potential for severe placement bias. The three games I've played in a 2v2 tournament were all completely over after turn 1.
A really fantastic map. Innovative use of capitals as endgame. Initial choices and neutral bashing determine the relative strengths of each player, then turn order and cards are crucial. If the board develops symmetrically, the games can be stale but never is there a stalemate. There will be some variation against the neutrals in the "race" part, but the combination of at most 18 units to place in the gate per turn, and 70 units total to break, there is time for the other two players to react.
I like it. Quick and fun. It's like HORSE with a little more to the bonus battling portion. The doomsday territory allows for any leaders position to dissolve quickly. Makes for a few interesting turns, and the game is only a few turns long. Battle for bonuses, then go for it! HORSE + 1.
Of the Krock mobile boards, GOTT is another attempt at hashing out a good idea. I like it, but don't love it. There is also an incredible amount of unused items (territories) to the right of the board.
Credit to Yertle for incorporating many bonus structures in a single package, while minimizing the learning curve. 9 for design, 5 for fun.
Levels are a nice touch, but it's
An adaptation of a 1969 board game found at a garage sale. Take that as you may. S'aight.
The occasional lopsided start is not enough to pull down my perfect review of a board with such replayability and strategy. Every game is a different puzzle. The rest is summarized nicely by Midnight's review.
Krock has a thing for mobile-structured boards and AT is probably my favorite of the bunch. Fog, usually, kills strategy instead of creating it, but the fog-lifting along coastlines plays perfectly with the layout. The global/local battles, and the gamble in switching phases between securing islands and invading others is phenomenal... though it's pretty clear when that time comes. For the size of the board, games play quickly in the 4-6 player range, another credit to the designer. A krazy good time!
To my knowledge, this map was the pioneer of the "less is more, but not idiotic" philosophy that influenced many board designers. I don't care for it, but respect its place in history. Risky Kong Lite.